Contents

Heavy Weapons Team

"Nothing will get through our field of fire."

Responsible for fortifying trenches and key positions, Heavy Weapon Teams are very crucial in defenses. Wielding heavy weapons more powerful than what normal guardsmen can carry, they are useful in taking out heavily armored targets.

Tactics

Heavy Weapons Teams are expensive and take a considerable amount of time to build - the same amount of time as a Leman Russ! To compound this, they are utterly unspectacular when undeployed, with poor firepower and only medium infantry armour, so be careful not to carelessly lose them before setting them up properly!

However, when deployed, the Heavy Weapons Team only takes 50% damage from ranged fire and 60% damage from melee attacks due to the sandbags. The armor class of the Heavy Weapons Team also changes from medium infantry to infantry_heavy_high, that is, Terminator-class armor. That armor class further reduces damage taken on top of the sandbag bonus. These two features extend longevity tremendously, and a Heavy Weapons Team in Heavy Cover is a difficult thing to remove.

Once deployed, the reasons for a Heavy Weapons Team's high cost become apparent quite quickly - even the default Heavy Bolter loadout inflicts massive damage on all but the most heavily armoured troops and has very long range.

The Autocannon is marginally less effective against lightly armoured infantry, but does more damage against heavy infantry armour and vehicles and has even more range, so is a very good all-round weapon - it even does very good damage versus Daemon High armour, which is something of a rarity.

By comparison, the Lascannon only proves useful if you intend to use it against vehicles and nothing else. However, the Lascannon deals far superior anti-vehicle damage to the Autocannon in every way, and has a longer range than even the Tau Hammerhead Gunship's Railgun.

Heavy Weapon Teams can deploy and undeploy quite quickly, in 3 seconds, which is useful if you place them in a precarious position and the enemy figures out what's going on - jump troops and artillery can make short work of them, so leaving them static for long periods of time and unguarded against such enemies is asking for trouble. Used in conjunction with other forms of base defence, Heavy Weapons Teams can be incredibly difficult to overcome.

Abilities

Entrench

Entrench

Hotkey: E

Requires

Nothing

Target Types

Self

Range

0

Area of effect

None

Cooldown time

0 s

Effects

The Heavy Weapons Team deploys its heavy guns. This renders it immobile but brings to bear far greater firepower. The armor type is changed to Heavy Infantry High while entrenched and the team only takes 50% damage from ranged attacks and 60% damage from melee attacks. The Heavy Weapons Team's sight radius increases to 40 while entrenched. Weapon upgrades can only be performed while entrenched. Entrenching and uprooting take 3 seconds each.